using System;
using System.Collections.Generic;
using System.Linq;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Audio;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.GamerServices;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using Microsoft.Xna.Framework.Media;
using FrogEngine;

namespace TestGame
{
	/// <summary>
	/// This is the main type for your game
	/// </summary>
	public class TestGame : Game
	{
		GraphicsDeviceManager graphics;
		SpriteBatch spriteBatch;
		IEngine engine;

		public TestGame()
		{
			this.IsFixedTimeStep = false;
			graphics = new GraphicsDeviceManager(this);
			graphics.PreferredBackBufferWidth = 1700;
			graphics.PreferredBackBufferHeight = 1000;
			Content.RootDirectory = "Content";

			Mouse.WindowHandle = this.Window.Handle;
		}

		/// <summary>
		/// Allows the game to perform any initialization it needs to before starting to run.
		/// This is where it can query for any required services and load any non-graphic
		/// related content.  Calling base.Initialize will enumerate through any components
		/// and initialize them as well.
		/// </summary>
		protected override void Initialize()
		{
			base.Initialize();
		}

		/// <summary>
		/// LoadContent will be called once per game and is the place to load
		/// all of your content.
		/// </summary>
		protected override void LoadContent()
		{
			spriteBatch = new SpriteBatch(GraphicsDevice);

			engine = new TestEngine(this, this.Window, GraphicsDevice, spriteBatch, Content);
			engine.Initialize();
			base.LoadContent();
		}

		/// <summary>
		/// UnloadContent will be called once per game and is the place to unload
		/// all content.
		/// </summary>
		protected override void UnloadContent()
		{
			engine.Cleanup();
		}

		/// <summary>
		/// Allows the game to run logic such as updating the world,
		/// checking for collisions, gathering input, and playing audio.
		/// </summary>
		/// <param name="gameTime">Provides a snapshot of timing values.</param>
		protected override void Update(GameTime gameTime)
		{
			engine.Update(gameTime);
			base.Update(gameTime);
		}

		/// <summary>
		/// This is called when the game should draw itself.
		/// </summary>
		/// <param name="gameTime">Provides a snapshot of timing values.</param>
		protected override void Draw(GameTime gameTime)
		{
			GraphicsDevice.Clear(Color.CornflowerBlue);

			engine.Render(gameTime);
			base.Draw(gameTime);
		}
	}
}
